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Item Rules question

REPSOL-PK

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May 23, 2013
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Hello there, i was wondering if anyone can waste 5 mins of his life with this newcomer, ill try to explain what i need.

After 4 hours of downloading DB, extras, plugins, etc.. everything is working fine, i do mp10 runs with my high end barb @ hollow without getting stacks( no need ), with a ww rend skorn build, everything is fine except the loot rules.
I been botting d2 for years and i know that editting the files i will get what i want, the problem is i cant recall how to do it very well... here comes what i would want from you guys:


1. Just a tiny explanation on how to make my DB picks up exactly this > Gloves 63, 60/62 rings/amulets & 1 hand 62/63 weapons and legendaries ( i pick them unid, its fair to let trinity loot id them and keep goods? )
2. Or an already editted loot rule with that rule modified already, if someone did it already.



I did search on the forum for like 1 hour and did not find the solution, i did check gnillers itemrules but they seem to pick too good items, i think 10-50m "crap" is good for me too =)
I appreciate any kind of help in any way, thank you in advance.


edited

also did check this post but i still need help just a little guidance on how to make the changes i request

http://www.thebuddyforum.com/demonb...em-rules-2-file-based-scripting-language.html
 
Last edited:
Code:
// +---------------------------------------------------------------------------+
// | _______ __                     ______         __                   ______ 
// ||_     _|  |_.-----.--------.  |   __ \.--.--.|  |.-----.-----.    |__    |
// | _|   |_|   _|  -__|        |  |      <|  |  ||  ||  -__|__ --|    |    __|
// ||_______|____|_____|__|__|__|  |___|__||_____||__||_____|_____|    |______|
// |+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
// +---------------------------------------------------------------------------+
// | - Created by darkfriend77
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______               __          __ __         __   __              
// ||_     _|.-----.-----.|  |_.---.-.|  |  |.---.-.|  |_|__|.-----.-----.
// | _|   |_ |     |__ --||   _|  _  ||  |  ||  _  ||   _|  ||  _  |     |
// ||_______||__|__|_____||____|___._||__|__||___._||____|__||_____|__|__|
// |                                                                                             
// +---------------------------------------------------------------------------+                                                                 
// | 
// | 1. Copy Trinity folder into your Demonbuddy Plugin folder. That's it.
// | 2. Choose a rule set in config dis (soft,medium,hard,custom)
// | 3. Check the rule set u choosed to fit your needs.
// | 4. Check pickup.dis to fit your needs.
// | 5. That's it. Have fun.
// | 
// | actualLog.txt   - contains all logs from itemrules
// | config.dis      - contains configuration like rule sets and debug stuff
// | pickup.dis      - contains pickup rules
// | identify.dis    - contains which items to identify and which not to
// | salvageSell.dis - contains salvage or sell rules
// | legendary.dis   - contains legendary rules
// | set.dis         - contains set rules
// | magic.dis       - contains magic rules
// | rare.dis        - contains rare rules
// | common.dis      - contains common rules
// | 
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______ __                    __                    
// ||     __|  |_.----.--.--.----.|  |_.--.--.----.-----.
// ||__     |   _|   _|  |  |  __||   _|  |  |   _|  -__|
// ||_______|____|__| |_____|____||____|_____|__| |_____|
// |                                                                                             
// +---------------------------------------------------------------------------+
// | 
// | A Item rule is structured in three parts. The first part is separated by
// | a '#' sign from the second one and the third part which is optional is
// | separated by a '->'.
// |
// | 'PART1' # 'PART2'             ex. [QUALITY] == "Legendary" # True
// | or
// | 'PART1' # 'PART2' -> 'PART3'  ex. [QUALITY] == "Legendary" # True -> [KEEP]
// | 
// | PART1
// | -----
// | PART1 is intended to hold values from an item that are already known before
// | the item is identified. (exception: Legendary Names)
// |
// | This qualifies following Attributes:
// | - [NAME] (exception legenderys)
// | - [BASETYPE]
// | - [TYPE]
// | - [ONEHAND]
// | - [TWOHAND]
// | - [QUALITY]
// | - [LEVEL]
// |
// | (This is maybee in a later implementation used to trigger if an item should
// | be picked up or not. For example if u check on a jewelry level 50 and higher
// | all jewelrys will be picked up and checked that are level 50 and higher.
// | This isn't implemented in Trinity right now.)
// | 
// | PART2
// | -----
// | PART2 is intended to hold values from an item that are only known after
// | the item is identified.
// |
// | This qualifies following Attributes:
// | - [STR]
// | - [CRIT%]
// | - ...
// | 
// | PART3
// | -----
// | PART3 is intended to hold the action that is done when the rule has a
// | positive outcome. It is optional because the default action is [KEEP].
// |
// | Rules must be writen by a one liner rules over multiple lines are not
// | supported. The structure of the parts in it self isn't important.
// | [STR] > 10 is the same as 10 < [STR].
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______                              __              
// ||    ___|.--.--.---.-.--------.-----.|  |.-----.-----.
// ||    ___||_   _|  _  |        |  _  ||  ||  -__|__ --|
// ||_______||__.__|___._|__|__|__|   __||__||_____|_____|
// |                              |__|                                             
// +---------------------------------------------------------------------------+ 
// |
// | This rule will multiply attackspeed, critchance & critdmg an every rare item
// | and if the result is bigger then 0 it will keep that item. This qualifys
// | every item that has all three stats on it.
// | 
// | - [QUALITY] == "Rare" # [AS%] * [CRIT%] * [CRITDMG%] > 0 -> [KEEP]
// |
// | Maybee an implementation of an EHP calculation like on www.d3rawr.com/ehp
// | would be possible:
// | - +1 Strength	+0.14 EHP
// | - +1 Dexterity	+0.44 EHP
// | - +1 Intelligence	+0.14 EHP
// | - +1 Vitality	+50 EHP
// | - +1 Armor	        +0.14 EHP
// | - +1 Resist All	+1.41 EHP
// | - +1 Life Bonus %	+4.44 EHP
// | Rule:
// | - ([STR]*0.14+[DEX]*0.44+[INT]*0.14+[VIT]*50
// |    +[ARMORTOT]*0.14+[ALLRES]*1.41+[LIFE%]*4.44) > x EHP
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______        __   __                    
// ||   _   |.----.|  |_|__|.-----.-----.-----.
// ||       ||  __||   _|  ||  _  |     |__ --|
// ||___|___||____||____|__||_____|__|__|_____|
// |                                           
// +---------------------------------------------------------------------------+
// |
// | Actions for pickup rules:
// |  -> [PICKUP] pickup item  
// |  -> [IGNORE] ignore item
// | 
// | Actions for identify rules:
// |  -> [IDENTIFY] identify item  
// |  -> [UNIDET]   unidentify item
// |
// | Actions for stashing rules:
// |  -> [KEEP]   keep item  
// |  -> [TRASH]  trash item
// |  -> [SCORE]  use score to evaluate item
// |
// | Actions for salvage rules:
// |  -> [SALVAGE] salvage item  
// |  -> [SELL]    sell item
// |
// +---------------------------------------------------------------------------+
// | _______                          __                    
// ||       |.-----.-----.----.---.-.|  |_.-----.----.-----.
// ||   -   ||  _  |  -__|   _|  _  ||   _|  _  |   _|__ --|
// ||_______||   __|_____|__| |___._||____|_____|__| |_____|
// |         |__|                                           
// +---------------------------------------------------------------------------+
// |  LOGICAL OPERATOR:
// |  -----------------
// |  AND         "&&"       true && false   -> false
// |  OR          "||"       true || false   -> true
// |  EQUAL       "=="         10 == 11      -> false
// |  NOTEQUAL    "!="         10 != 11      -> true
// |  LESSEREQUAL "<="         10 <= 10      -> true
// |  BIGGEREQUAL ">="         10 >= 10      -> true
// |  LESSTHEN    "<"          10 <  10      -> false
// |  BIGGERTHEN  ">"          10 >  10      -> false
// |  BRACKETS    "()"    (5+5)*2 == 5+(5*2) -> false
// |  PLUS/MINUS  "+-"          1 +  2       -> 3
// |  MULT/DIV    "*/"          1 *  2       -> 2
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______                        
// ||   |   |.---.-.----.----.-----.
// ||       ||  _  |  __|   _|  _  |
// ||__|_|__||___._|____|__| |_____|
// |                                                                 
// +---------------------------------------------------------------------------+
// |  MACRO:
// |  ------
// |  Macros can be used to reuse predefinated rules and logic.
// |  They have to be defined before they are used.
// | 
// |  For example an implementation of EHP:
// |  
// |  @EHP :=  ((1000+[VIT])*(1+[LIFE%]/100)*35)/
// |           (1-(1-(1-([ARMORBONUS]/((50*63)+[ARMORBONUS])))*
// |           (1-(([ALLRES]+[MAXONERES]/7)/((5*63)+([ARMORTOT]/
// |           ((50*63)+[ARMORTOT])))))))
// |
// |  after this definition we can use [@EHP] as a existing attribute for every
// |  item.
// |
// |  [QUALITY] == "Rare" && [BASETYPE] == "Armor" # [@EHP] > 60000
// |
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______                    __   __                    
// ||    ___|.--.--.-----.----.|  |_|__|.-----.-----.-----.
// ||    ___||  |  |     |  __||   _|  ||  _  |     |__ --|
// ||___|    |_____|__|__|____||____|__||_____|__|__|_____|
// |                                                                  
// +---------------------------------------------------------------------------+
// |  FUNCTIONS:
// |  ----------
// |  .dual		converting into a binary value 0 and 1
// |  			ex. [VIT].dual (item with vitality 123) -> 1
// |   			ex. [VIT].dual (item with vitality 0)   -> 0
// |                    ex. @OFFSTAT:=[AS%].dual+[CRIT%].dual+[CRITDMG%].dual
// |                  
// |  .max		returning a percentage of the max value possible on that
// |                    item.
// |                    ex. [VIT].max (gloves with 100 VIT, max is 200) -> 0.5 
// |                    not implmented right now !!!
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | _______ __   __         __ __           __               
// ||   _   |  |_|  |_.----.|__|  |--.--.--.|  |_.-----.-----.
// ||       |   _|   _|   _||  |  _  |  |  ||   _|  -__|__ --|
// ||___|___|____|____|__|  |__|_____|_____||____|_____|_____|
// |                                                              
// +------------------+--------------------------------------------------------+
// |    -CODE-        |  -PICKUP-     |        -Attribute-          | -Example-                                                 
// +------------------+---------------+-----------------------------+----------+
// |  [BASETYPE]      |     YES       | ItemBaseType                | Weapon 
// |  [QUALITY]       |     YES       | ItemQuality                 | Rare						 
// |  [D3QUALITY]     |     YES       | D3 Quality                  | Rare6
// |  [ROLL]          |     YES       | Attribute rolls             | 6
// |  [TYPE]          |     YES       | ItemType                    | Axe							 
// |  [LEVEL]         |     YES       | Level                       | 60
// |  [ONEHAND]       |     YES       | OneHand                     | true							
// |  [TWOHAND]       |     YES       | TwoHand                     | false							 
// +------------------+---------------+-----------------------------+----------+
// |  [STR]                           | Strength                    | 100							 
// |  [DEX]                           | Dexterity                   | 100							 
// |  [INT]                           | Intelligence                | 100						 
// |  [VIT]                           | Vitality                    | 100							 
// +----------------------------------+-----------------------------+----------+
// |  [REGEN]                         | HealthPerSecond             | 254					 
// |  [LIFE%]                         | LifePercent                 | 12						 
// |  [LS%]                           | LifeSteal                   | 3							 
// |  [LOH]                           | LifeOnHit                   | 655
// |  [LOK]                           | LifeOnKill                  | 1256
// |  [MS%]                           | MovementSpeed               | 12						 
// |  [AS%]                           | AttackSpeedPercent          | 6				 
// +----------------------------------+-----------------------------+----------+
// |  [CRIT%]                         | CritPercent                 | 4.5						 
// |  [CRITDMG%]                      | CritDamagePercent           | 59					 
// |  [BLOCK%]                        | BlockChance                 | 8
// |  [TOTBLOCK%]                     | Total BlockChance           | 23					 
// +----------------------------------+-----------------------------+----------+
// |  [ALLRES]                        | ResistAll                   | 80							 
// |  [RESPHYSICAL]                   | ResistPhysical              | 60					 
// |  [RESFIRE]                       | ResistFire                  | 60						 
// |  [RESCOLD]                       | ResistCold                  | 60						 
// |  [RESLIGHTNING]                  | ResistLightning             | 60					 
// |  [RESARCAN]                      | ResistArcane                | 60						 
// |  [RESPOISON]                     | ResistPoison                | 60						 
// |  [RESHOLY]                       | ResistHoly                  | 60						 
// +----------------------------------+-----------------------------+----------+
// |  [ARMOR]                         | Armor                       | 345								 
// |  [ARMORBONUS]                    | ArmorBonus                  | 200						 
// |  [ARMORTOT]                      | ArmorTotal                  | 1300					 
// +----------------------------------+-----------------------------+----------+
// |  [FIREDMG%]                      | FireDamagePercent           | 3					 
// |  [LIGHTNINGDMG%]                 | LightningDamagePercent      | 3			 
// |  [COLDDMG%]                      | ColdDamagePercent           | 3					 
// |  [POISONDMG%]                    | PoisonDamagePercent         | 3				 
// |  [ARCANEDMG%]                    | ArcaneDamagePercent         | 3				 
// |  [HOLYDMG%]                      | HolyDamagePercent           | 3					 
// +----------------------------------+-----------------------------+----------+
// |  [DPS]                           | WeaponDamagePerSecond       | 1100				 
// |  [WEAPAS]                        | WeaponAttacksPerSecond      | 1.5
// |  [WEAPDMG%]                      | WeaponDamagePer             | 48			
// |  [WEAPMAXDMG]                    | WeaponMaxDamage             | 560					 
// |  [WEAPMINDMG]                    | WeaponMinDamage             | 255
// |  [WEAPDMGTYPE]                   | WeaponDamageType            | Fire					 
// |  [MINDMG]                        | MinDamage                   | 100							 
// |  [MAXDMG]                        | MaxDamage                   | 200							 
// +----------------------------------+-----------------------------+----------+
// |  [THORNS]                        | Thorns                      | 2345							 
// |  [DMGVSELITE%]                   | Damage vs. Elite            | 5	
// |  [DMGREDELITE%]                  | Damage Red. vs. Elite       | 2	
// |  [DMGREDPHYSICAL]                | Damage Red. vs. Physicaldmg.| 2		 
// +----------------------------------+-----------------------------+----------+
// |  [MAXARCPOWER]                   | MaxArcanePower              | 15					 
// |  [ARCONCRIT]                     | ArcaneOnCrit                | 10						 
// |  [MAXMANA]                       | MaxMana                     | 5							 
// |  [MANAREG]                       | ManaRegen                   | 5							 
// |  [MAXFURY]                       | MaxFury                     | 5							 
// |  [HEALTHSPIRIT]                  | HealthPerSpiritSpent        | 245				 
// |  [MAXSPIRIT]                     | MaxSpirit                   | 10							 
// |  [SPIRITREG]                     | SpiritRegen                 | 5						 
// |  [HATREDREG]                     | HatredRegen                 | 5						 
// |  [MAXDISCIP]                     | MaxDiscipline               | 5						 
// +----------------------------------+-----------------------------+----------+
// |  [GF%]                           | GoldFind                    | 25							 
// |  [MF%]                           | MagicFind                   | 20							 
// |  [PICKRAD]                       | PickUpRadius                | 5						 
// |  [GLOBEBONUS]                    | HealthGlobeBonus            | 5468	
// |  [EXPBONUS]                      | Experiencebonus             | 14
// +----------------------------------+-----------------------------+----------+
// |  [LEVELRED]                      | Level Requirement Reduced   | 18	
// |  [REQLEVEL]                      | Required Lev                | 60	
// +----------------------------------+-----------------------------+----------+
// |  [SOCKETS]                       | Sockets                     | 1	
// +----------------------------------+-----------------------------+----------+
// |  [MAXSTAT]                       | highest class specific stat | 200	
// |                                  | (str,int,dex)		    |
// |  [MAXSTATVIT]                    | highest class specific stat | 250		
// |                                  | (str,int,dex) + vit         |				
// |  [MAXONERES]                     | highest single resist       | 60				
// |                                  | (arcane,cold,fire,holy,     |
// |                                  |  lightning,physical,poison) |
// |  [TOTRES]                        | total resistance            | 140					
// |                                  | (allres,arcane,cold,fire,holy,
// |                                  |  lightning,physical,poison) |
// |  [DMGFACTOR]                     | dmg factor                  | 12						
// |                                  | = as% + crit%*2 + critdmg%/5|
// |                                  |   + average/20              |
// |  [STRVIT],[DEXVIT],[INTVIT]      | primary attribut vitality   | 200			
// |  [AVGDMG]                        | average dmg                 | 200						
// |                                  | = (mindmg + maxdmg) / 2	    |
// |  [OFFSTATS]                      | offensiv stats              | 3					
// |                                  | = as%,crit%,critdmg%,avgdmg |
// |                                  | counting each as one if it is
// |                                  | bigger then 0	            |
// |  [DEFSTATS]                      | defensiv stats              | 3					
// |                                  | = vit,allres,armorbonus,    |
// |                                  |   block%,life%,regen        |
// |                                  | counting each as one if it is
// |                                  | bigger then 0               |
// +----------------------------------+----------------------------------------+			
// +---------------------------------------------------------------------------+
// | ___ ___         __                    
// ||   |   |.---.-.|  |.--.--.-----.-----.
// ||   |   ||  _  ||  ||  |  |  -__|__ --|
// | \_____/ |___._||__||_____|_____|_____|
// |                                       
// +---------------------------------------------------------------------------+
// |  ItemType:
// |  ---------
// |  - Axe
// |  - Sword
// |  - Mace
// |  - Dagger
// |  - Bow
// |  - Crossbow
// |  - Staff
// |  - Spear
// |  - Shield
// |  - Gloves
// |  - Boots
// |  - Chest
// |  - Ring
// |  - Amulet
// |  - Quiver
// |  - Shoulder
// |  - Legs
// |  - FistWeapon
// |  - Mojo
// |  - CeremonialDagger
// |  - WizardHat
// |  - Helm
// |  - Belt
// |  - Bracer
// |  - Orb
// |  - MightyWeapon
// |  - MightyBelt
// |  - Polearm
// |  - Cloak
// |  - Wand
// |  - SpiritStone
// |  - Daibo
// |  - HandCrossbow
// |  - VoodooMask
// |  - FollowerSpecial
// |  - CraftingPlan
// +---------------------------------------------------------------------------+
// |  ItemBaseType
// |  ------------
// |  - Armor
// |  - Weapon
// |  - Jewelry
// |  - Misc
// |  - Gem
// +---------------------------------------------------------------------------+
// |  ItemQuality
// |  -----------
// |  - Inferior
// |  - Normal
// |  - Superior
// |  - Rare
// |  - Magic
// |  - Legendary
// |  - Special
// |
// |  - Rare4,Rare5,Rare6 & Legendary (for craftingPlan)
// +---------------------------------------------------------------------------+                                
// +---------------------------------------------------------------------------+
// | _______                     __         
// ||    ___|.--.--.-----.-----.|  |_.-----.
// ||    ___||  |  |  -__|     ||   _|__ --|
// ||_______| \___/|_____|__|__||____|_____|
// | 
// +---------------------------------------------------------------------------+
// |
// |      +-------------------------+
// |      |         EVENT           |
// |      |       Item Drop         |
// |      | FileBasedScriptingRules |
// |      +-----------+-------------+
// |                  |
// |                  V
// |           +--------------+
// |           |  pickup.dis  +--> <matching rule>
// |           +------+-------+          |
// |                  |                  +-> PICKUP
// |                  V                  +-> IGNORE
// |          <no matching rule>
// |                  |
// |                  |
// |                  |
// |                  V
// |         +--------+---------+
// |         | trinity setting  |
// |         | decide if item   |
// |         |     pickup       |
// |         +------------------+
// |
// +---------------------------------------------------------------------------+ 
// |       
// |      +-------------------------+
// |      |         EVENT           |
// |      |      Item Stash\Trash   |
// |      | FileBasedScriptingRules |
// |      +-----------+-------------+
// |                  |
// |                  V        
// |           +--------------+
// |           | legendary.dis|
// |           |  rare.dis    +--> <matching rule>
// |           |  magic.dis   |          |
// |           | special.dis  |          +-> KEEP
// |           +------+-------+          +-> TRASH
// |                  |                  |
// |                  V                  V
// |          <no matching rule>       SCORE
// |                  |                  |
// |                  |<-----------------+
// |                  |
// |                  V
// |         +------------------+
// |         | trinity scoring  |
// |         |  decide if item  |
// |         |  stashed/trashed |
// |         +------------------+
// |
// +---------------------------------------------------------------------------+
// +---------------------------------------------------------------------------+
// | __  __                                    ______                    
// ||  |/  |.-----.-----.--.--.--.-----.______|   __ \.--.--.-----.-----.
// ||     < |     |  _  |  |  |  |     |______|   __ <|  |  |  _  |__ --|
// ||__|\__||__|__|_____|________|__|__|      |______/|_____|___  |_____|
// |                                                        |_____|      
// +---------------------------------------------------------------------------+
// | - no more bugs at the moment.
// +---------------------------------------------------------------------------+
 
Thanks this is really a great summary! I couldn't find the name for cooldown reduction. Does that exisit? Thanks.
 
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